Your thoughts on and comments to Volume Rendering in Unreal Engine 4.

It is supposed to be the EntryPos, not the exit pos that is returned by the first part of that function, so maybe that’s it?

also looks like I may have forgotten that cameravector needs to be * (-1) in the density only version but its correct in the full code. Try replacing this line:

float3 localcamvec = -normalize( mul(Parameters.CameraVector, Primitive.WorldToLocal) );